Hi, I purchased GRR via Steam recently and haven't been able to get it to play. I'm linking the screengrabs of the error windows, and including the contents of the "GRpppPCLogFile.txt" file in case there might be some useful information there. Not really sure what kind of useful information you might want, so let me know.

Hum .. that is quite strange .. the point it crashes .. it's even before it begins to run a set of tests to check the VIDCAP and such to figure out if the graphic card supports this & that.

I have to dig out later on the sources of GRR ( been so long time ago now ) and see precisely at what point it ( could have ) been crashing when that message get printed.

I can't remember in detail how, I know is possible to do it, to add a 'startup parameter' on the launch of the program on Steam.

I mean when "GridrunnerPC.exe" is launched you could also try to launch it as :

GridunnerPC.exe 0

OR

GridunnerPC.exe 1

OR

GridunnerPC.exe 2

That '0,1,2' would make it choose between 3 different modes to initialise the COM interface, specifically it would be going to changethose initialization flags -> COINIT_MULTITHREADED|COINIT_SPEED_OVER_MEMORY int 2 other possibilities.

The default ( no param specified ) is '0' which is the flags you see in the logs.

In some cases that fixed all the problems.

Must be said GRR been not designed ( at the time ) for 64 bits machines but I don't think this is the problem really, it's been compiled for "compatibility" on 64 bits and we do have quite a number of people running it on 64 bits with no problems.

So far checking quickly a ( not fully comprehensive ) list of graphic cards it runs ok on the "closest" I can see to yours is an ATI Radeon HD 5700.

I don't even ask you if you have the latest DX version and such because I am sure you have.

I should page/ask PVB I think he knows precisely how to put that '0 or 1 or 2' in the command line, I know there's somewhere an option where you can do that.

------------DxDiag Notes------------ Display Tab 1: The file aticfx64.dll,aticfx64.dll,aticfx64.dll,aticfx32,aticfx32,aticfx32,atiumd64.dll,atidxx64.dll,atidxx64.dll,atiumdag,atidxx32,atidxx32,atiumdva,atiumd6a.cap,atitmm64.dll is not digitally signed, which means that it has not been tested by Microsoft's Windows Hardware Quality Labs (WHQL). You may be able to get a WHQL logo'd driver from the hardware manufacturer. Display Tab 2: The file aticfx64.dll,aticfx64.dll,aticfx64.dll,aticfx32,aticfx32,aticfx32,atiumd64.dll,atidxx64.dll,atidxx64.dll,atiumdag,atidxx32,atidxx32,atiumdva,atiumd6a.cap,atitmm64.dll is not digitally signed, which means that it has not been tested by Microsoft's Windows Hardware Quality Labs (WHQL). You may be able to get a WHQL logo'd driver from the hardware manufacturer. Sound Tab 1: No problems found. Sound Tab 2: The file ctaud2k.sys is not digitally signed, which means that it has not been tested by Microsoft's Windows Hardware Quality Labs (WHQL). You may be able to get a WHQL logo'd driver from the hardware manufacturer. Sound Tab 3: No problems found. Sound Tab 4: The file ctaud2k.sys is not digitally signed, which means that it has not been tested by Microsoft's Windows Hardware Quality Labs (WHQL). You may be able to get a WHQL logo'd driver from the hardware manufacturer. Input Tab: No problems found.

...and thats all I've got for now. Please let me know if you come up with anything else. Yes, I try to keep up-to-date with DirectX end-user runtimes.. Every game tends to install them, but I also check MS on occasion and see if they've posted a new(er) DX runtime redist file, which is usually what I install/base off of. Video driver wise, I'm running the very latest/current ATI drivers available, which would be the "10.12" release, specifically, the "AMD Catalyst 10.12 Preview for Windows 7– Featuring the new Catalyst Control Center" version. I'm not certain whether those are WHQL certified, nor whether that would make any difference in this case.. It apparently doesn't matter in any number of other games, so I'm just going to pretend that doesn't matter here whatsoever, even if it does!

.. which is someway weird because Space Giraffe and GRR use almost the same identical initialisation method ..

I hadn't time to check the source yet .. but I will .. it's .. really odd ..

There's one thing you could do anyway could give me maybe an extra clue, Space Giraffe as well has a logfile too, if you could put that here as well I could have a look into it, see what it says about SG ( that works ) and try someway to "compare" it with the other and see where I can get ..

This is one of those situations giving me severe headaches.

[edit] - I may have to ask you, maybe later, to do a certain thing to find out what it is ( if I can't understand anything else ) which could be :

1.) UNinstall COMPLTETELY GRR you put on2.) be sure you have also removed the profiles when you uninstalled it3.) I'll have to put up "somewhere" a "special version" of it with "lot of extra debug in"4.) Run it and that probably should/would generate a log file with even more info.

Problem is to debug a thing like that "properly" I should have your machine here and run all the stuff in and see what the heck is going on

As this this is not possible we'll try to do it in this way

[edit2] - what I begin to suspect is that while SG uses only shader model 2.0 GRR detects if 3.0 is available and if yes tries to start in 3.0

It could be that maybe "something is a bit something else in that graphic card" .. but this is only an hypothesis so far.

"By nose" so far checking the source it really is a bit odd because as I sait it crashes IMHO at the point before I can even call my "TestDevice()" ..

At this point something fails while it's trying to get some information about what video mode to use and/or the adapter .. what is strange is that part of code is quite identical/similar to SG ..

Have you tried :

1) change video resolution ( just as a test to see if anything else happens )2) do you have maybe a multi-monitor setup ?

There is really something strange, I havent logged what happens "in that stage" because it's "a simple check" that I tought "this should never fail/pointless to log it in" but to end with that sentence before we can see "Device supports VSYNCH OK" it means to me it's crashing around here :

Right, not really a lot of time today to work on this, however, I can provide the log from SG easily enough (below). Yes, I am running a dual monitor set up (both 1920x1080 @ 60 Hz). When I had tried to play the game and had the issue to begin with, I thought, hmm, perhaps a corrupted Steam download? So, I removed it and downloaded it again. I doubt that cleared everything out, but it ought not be a big deal to do so. I'll give that a shot when I have some time late tonight, which is unfortunately about the soonest I'll be able to give it a go.